No. I turn those things off. There's an option to do so in the settings.
Odd thing about the launchers is that some of them don't do marketing. I'm playing Age of Wonders: Planetfall and that pops up this launcher:
I haven't really seen any marketing in that launcher, except maybe for the DLC - but that can be put in the main menu of the game, too. Maybe the real point of it is the little 'hero bar' thing in the lower right that now just has two entries. One points to the official wiki (which isn't very good) and the other panel points to a survey (expired). I suppose they could do some tracking things with the launcher, but why not just use the game program itself for that? {shrug}
Maybe this launcher is just so you can change settings, DLC and/or mods before starting the actual game? Some games take quite a lot longer to load with mods, which sucks if you want to change which mods you're using and have to restart the game again (looking at you, Rimworld).
On the topic of Rimworld, I ended up starting a new game instead of waiting for anyone to stumble upon the deserted colony from the previous game. I put a bit more effort into who I took with me and where I was settling this time and it paid off. I have about 10 colonists, though 3 of them are useless and have been put in a separate outpost. They will be banished as soon as I'm sure it won't cause a mental breakdown in the rest.
Things were going very well for most of the game, until right before I had to stop for the night. First, I had a group of insectoids burrow their way directly into my storage room. Luckily I got an advance warning, but I only have one guy who's decent in melee and mostly rely on enemies dying before they can reach me, so there were a lot of wounded, but luckily no deaths.
After that, a mechanoid ship landed that started killing all the plants around it in a slowly but ever increasing radius, guarded by two mechanoids. I had just unlocked the technology to build turrets, so I built one near the ship and got all but one of my colonists to shoot the mechanoids, which worked better than expected, though I'm not sure the turret actually hit anything. I only got two wounded from that fight and no deaths.
However, while I was still shooting at the ship, a group of six raiders arrived at my colony. I only just managed to withdraw the colonists that were still shooting at the ship in time to deal with those, luckily again only taking minimal damage.
Before I even got everyone to the hospital, a group of 7 feral cats showed up. Now I thought that a bunch of cats would be far less of a threat than a megaspider with entourage, two death robots or 6 guys with guns, but they were determined to prove me wrong. Only one of the cats was hit before they reached my colonists and they quickly swarmed them. My one melee guy held four of them off for a bit, but went down much quicker than I expected. The rest of my colonists aren't very good in melee and guns aren't very good melee weapons to begin with.
I was forced to recruit the last colonist, my most valuable one, to pick up a weapon and help pummel these cats. Together with the one other colonist left standing they managed to kill the last of the cats and drag everyone to the hospital.
Of course the colonist that was forced to join, who has the best stats out of all of them, was the one to develop an infection that seems like it's going to kill him.
Also, I have pretty much ran out of food and have locked the door to the prison so my colonists don't waste any more food or energy taking care of the wounded in there.
It's not all doom and gloom though, as just before I quit the game I got a message that two tamed megawolverines had wandered into my colony and decided to join. So if I manage to sort out my food problem I'll have some extra protection and otherwise their meat will buy me some extra time to figure out my food supplies.